Komodo Dragonson
Cult of the Bone Searchers, Saurochs
History
Before Time
Komodo is an enigmatic god purporting simultaneously to be one of the Devil's progeny that invaded the World at the time of the Rent and also the son of an ancient Dragon. Sages reconcile this contradiction by assuming that he was a typical Chaos-God that usurped a form upon entering the world and happened to seize upon that of an ancient reptilian creature that may itself have been sired by a Dragon from when that race ruled the world. Komodo's efforts in the Chaos Wars are obscure, he certainly clashed with Neibelung in the bowels of the Earth, but at no time does he seem to have waged a war of conquest. Instead he appears from the first to be obsessed with finding his "ancestors"; the bones of vast reptiles, long since dead and turned to stone, which he insisted upon animating which caused some consternation amongst the Dwarves. It is possible that these enormous undead monstrosities could have proved a threat in the Chaos Wars, but Humakt turned them back into piles of bones with but a glance and Komodo seemed more intent on preserving his "ancestors" than using them in battle.
Since Time
Komodo's cult is exclusively specialised and has steadily dwindled until now it is now found only in a few isolated mountainous areas almost invariably as the racial cult of the strange reptilian race called the Saurochs, the Children of Komodo. Apart from a few sages and a handful of wild cavemen, only the Saurochs worship this god.
Life After Death
The cult has no concept of Spirit, cultists believe in the persistance of skeletal remains and desire that their bodies be laid in the ground for a time until turned to stone when they may be dug-up, animated and finally awakened as undead stone skeletons to fight on the side of chaos come the Great-Day. Saurochs, as well as having a striking resemblance to Dragonlords, also share with the Dragonewts, a complete immunity to Spirits and related matters. They cannot therefore be resurrected, having no form of Divine Intervention and do not use bound or allied spirits.
Runic Associations
Komodo rises out of Chaos to find Persistance of his Reptilian form in Earth, Eternal, Unmoving. Some sages ascribe the Undead Rune on Komodo on the evidence of their dedication to undead, but this is not really so and cultists themselves do not view death as an end, but instead a transition, a metamorphosis to a more persistent mortal form.
Nature of Cult
The cult exists as a vehicle of belief for the Saurochs. It provides them with a raison d`etre, and the abilities and skills to survive as hunter-gatherers. It serves no other purpose or function.
Socio-Political Position and Power
The cult is very isolated and small and is practically unheard of, even to those that live more than a few days march away from their mountain fastnesses. They are only found in chaos mountains far away from Typhon temples. The best known tribes living in the western walls of Transylvania and Chaos Mountain in the Great Southern Desert. Those that know of the Saurochs respect them for their mighty strength and their use of enormous undead creatures. They have no power or influence elsewhere.
Particular Likes and Dislikes
Saurochs are peculiar creatures, remarkably fearless and often friendly to strangers. They seem little concerned with the old Chaos Wars and wholly concerned with their ancestors. When confronted with the chaos rieving cults, they usually show bewilderment, but not fear, simply not understanding the threat. Anyone who interferes with their "Ancestors" is viewed with outright hostility though, due to their isolation, they simply may not recognise cults, such as Humakt, upon meeting. As regards the races, those with fur are found distasteful. Elves are favoured and Dwarves, surprisingly, are often accounted as bringing news of ancestors, but then are also suspected of hiding away the bones of ancestors. Local Chaos Cults may or may not be befriended. Saurochs of Transylvania get on well with the Vampires, those of the Great Southern Desert usually trade with the Bolo Lizardmen, (who claim them as kin), and the Camelriders as well as the occasional Merchant. The Water Gods are distrusted for uncovering or hiding away ancestors before they are ready. They are friendly to Dragonewts, but in return the Dragonewts are only neutral.
Organisation
Chaotically tribal, might is right, but since the Runelevels awaken ancestors as familiars and all Saurochs treat their ancestors with total respect, hence the Runelevels also command respect and their authority is not challenged. However, fighting between Runelevels is very common as this allows them to take-over each other's undead familiars.
Centres of Power and Holy Places
Such power as there is stems from a cult presence. Places where ancestral bones and burial places are considered sacred and desecrators can only redeem themselves by handing-over the ancestral remains immediately.
Holy Days and High Holy Days
Wildday of Stasis Week is the Seasonal Holy Day and that in Earth Season in considered the High Holy Day.
Lay Membership
All Saurochs are Lay Members from birth. Other races may join, but any non-scaly race at CHA−5 and furry races at CHA−10. They must demonstrate a commitment to the Ancestors, such as bring a piece of an ancestor or knowledge of where one may be found. Membership is otherwise unlikely to be granted.
Laymen pay one point of POW on a Holy Day, two points on a High Holy Day. They are expected to aid in the gathering of food for tribal consumption. They are not permitted to touch an ancestor or by their actions or inactions cause an ancestor to be harmed in either animated or unanimated state. Laymen are trained for free in delving and can purchase free training in cult weapons, half price training is available in tribal weapon making, spot hidden, tracking and food plant gathering. Full price training can be purchased in ancestor lore, leather-making, hide in cover, move quietly, spot/set ambush, listen, climbing, jumping, first aid and camouflage. No other skills may be purchased, but none are forbidden except that no Sauroch can learn to Swim above 5% plus manipulation bonus. They have no concept of spirit and cannot learn spirit speech.
Spell Teaching is available in Binding and the spells of Detect Bonestone at half price, and the spells of Bladesharp, Countermagic, Darkwall, Demoralise, Detect Gems, Detect Magic, Detect Life, Detect Undead, Disruption, Dullblade, Farsee, Healing, Iron Hand, Multimissile, Parry, Protection, Repair and Speedart at full cost.
Initiate Membership
A prospective initiate must be either a Sauroch or have demonstrated a clear commitment to the ancestors by bringing to the tribe information or vital parts of an ancestor. Saurochs may initiate automatically, other races must pass a test of No. of ancestors located×15% + CHA×3% + Ancestor Lore. Fumbles indicating that the applicant has caused harm to an ancestor and is killed if at all possible and is anathema for evermore.
Initiates must give 2 points of POW to Komodo on a Holy Day, 4 points on a High Holy Day. If they find an ancestor either partial or complete, they must bring it or knowledge of the location to their elders. They may use Create Skeleton to raise it, but must hand it over to a Runelevel when requested. While in their charge, they must ensure it is not damaged.
Initiates are called Warriors, they serve in three ways,
- they hunt and gather food,
- they for the backbone of the cult's military force, and
- they find and dig-up ancestors, though this is usually done under a Runelord's direction.
Initiates can buy free training in the cult weapons of flint battleaxe, hatchet, large shield, sling and thrown rock plus the skills of delving, tracking and food plant gathering. Spot hidden, ancestor lore, tribal weapon making, hide in cover and move quietly are at half price; all other skills as for laymen.
Spell Teaching is available; Binding and Detect Bonestone are free; Bladesharp. Dullblade and Protection are half price; all others as Laymen. Mobility is banned and will be forgotten if known.
Warriors should obey the Runelevels in all things, because otherwise they get shredded by Awakened Ancestors and their bones are scattered rather than buried. As their only chance of an afterlife or indeed any existence after death is via Cult Burial, they tend to toe the line.
Runelord Membership - Revelators
Open to any initiate of five year's standing with 18+ POW and 90% in a melee weapon attack and parry, delving, tracking, food plant gathering and one other suitable skill. Those that have 90% ancestor lore in addition may waive the time requirement. A prospective Runelord must pass a test abstracted as CHA×5%. A failure is nasty! (See above).
Runelords are called Revelators because they are expressly responsible for the finding the petrified bones of the Ancestors and safely bringing them to the Priests for raising. They have other duties common to all Runelords concerning training and military leadership. They defer to the Runepriests except in battle and matters of delving.
The Runelords gain the ability to let skills rise over 100% and may use the Runemagics as usual, but they do not gain any Divine Intervention and never use any metal let alone Runemetal, (much like Dragonewts). They may however raise and awaken, (with Runemagic), any ancestor they come across, and one such will become his Allied Familiar. The cult will give him such an ancestor if he rolls (POW+CHA)×3⁄2%, (roll on Random Ancestor Tables). Once he has one ancestor of his own, he is entitled to challenge any Runelords to a duel to the death for possession of their ancestors, they may voluntarily relinquish their ancestors, (and halve their CHA), or fight! The ancestors take no part in such a duel. However the Priesthood will sometimes prevent a duel on the grounds that it endangers the Cult and therefore the Ancestors, for without the Cult, the Ancestors cannot be resurrected.
Runepriesthood - Resurrectors
Priests must posses 24+ POW, have 90% ancestor lore and have been initiates for at least 5 years or 3 if already a Runelord. They are called Resurrectors because they actually bring the majority of Ancestors to Life again. They provide the mystical guidance for the cult and perform the vital burial and rebirth ceremonies. They too now may awaken and ally Ancestors. Unlike Runelords, they may awaken and ally as many Ancestors as they are able to control, (CHA ⁄ 3). They have subsidiary duties such as spell teaching etc.
Runespell Compatibility
The cult has limited access to Standard Runemagic, the spells of Absorption, Dismiss Elemental I II & III, Divination, Extension I II & III and Spell Teaching are available. Divination is only used in matters pertaining to the Ancestors, for this is all Komodo knows and is concerned with. Small Gnomes are the cult elementals, and they have access to the following Cult Special Runemagic.
One Point Spells
Command Illicit Ancestor Range: 160m; Duration: Instant; Non-Stackable; Reusable
This spell is used to wrest control of an ancestor from a person undeserving of such an honour, either a non-cultist or, rarely, a renegade cultist.
No POW roll is necessary as the spell appeals to the persona of the Ancestor directly. It can also be used versus ordinary Skeletons, but this
requires a POW vs. POW roll and has a 15-minute duration.
Eyes of the Ancestor Range: Touch; Duration: 12 hours; Non-Stackable; Reusable
Functions only on a Sauroch, confers Catseye and Farsee enabling excellent distance and night-vision.
Raise Ancestor Range: Touch; Duration: Instant; Non-Stackable; Reusable
Raises an Ancestor's Bones to walk as did the ancestor. The bones must be complete and whole, and freed of protective bedrock. Initiates often
sacrifice for this spell so that any ancestor they come across may be raised and brought to the tribe where no other means of transport is feasible.
The bones can fight at DEX×5%.
Speak to Reptile Range: 160m; Duration: 15 min; Non-Stackable; Reusable
Allows the recipient to converse with all reptiles of INT < 4. Any number of animals may be addressed, one type per round. Oratory, (et al.), may
be used to influence them.
Two Point Spells
Burial Rite Range: 60m; Duration: Instant; Non-Stackable; Reusable
This spell is usually part of a ritual lasting an hour to all day depending upon the status of the Sauroch concerned. During this rite, the dry-bones
of the dead cultist are placed in a cavity in solid rock, (ideally a cave or shallow fissure, but any shallow hole will do), and covered with sand,
gravel or rubble. The spell is then cast, fusing the rocks together and ensuring that the dry bones are protected and eventually turned to rock after
at least an entire age has passed. This is a most holy spell. Many initiates sacrifice for this spell and cast it as they die so guaranteeing
themselves an afterlife. One use of the spell affects all bodies inside spell-range.
Heal Ancestor Range: Touch; Duration: Instant; Non-Stackable; Reusable
Functions as a super-Repair spell, curing all damage to one ancestor provided the pieces are brought together. Will even work on ground dust!
Three Point Spells
Find Scattered Ancestral Bones Range: 160m; Duration: Permanent; Non-Stackable; Reusable
When cast upon an incomplete Ancestral Skeleton, causes all bones belonging to that skeleton to glow with a dull, dusty light wherever they may be.
They will continue to glow until the skeleton is complete in which case the spell is cancelled and becomes reusable. Divination may be used to locate
the scattered parts.
NOTE: Such glowing bones cannot be dispelled to remove the glow unless the Dispel Magic is cast upon those parts of the skeleton which originally received the spell. Divine Intervention will not stop it, for this would entail one god directly interfering with the innate nature of another.
Four Point Spells
Awaken Ancestor Range: Touch; Duration: Instant; Non-Stackable; Non-Reusable
May only be cast by a Runelevel upon an ancestor which has been raised and proven complete by Find Scattered Ancestral Bones. It causes the
ancestor to awaken
, gaining 2D6 INT and 3D6+6 POW. The ancestor remains in this state until the demise of the caster or its voluntarily
dispelling. Until then, it is in permanent Mindlink with the caster and function as an Allied Familiar. See Miscellaneous notes for details of
ancestor's abilities.
Subservient Cults
Spirit of Reprisal
There is no Cult Spirit of Reprisal per se, but any Sauroch leaving the cult is turning his back upon any form of afterlife and this is a most effective deterrent. Renegade Runelevels, (only heard of in cult legends), are relentlessly pursued to be stripped of their ancestors which otherwise follow them.
Associate Cults
Bolo
This father of the Lizard-Riders was apparently a close kinsman to Komodo, some say his son! Bolo hasn't much to offer his father, but Saurochs and Bolo cultists invariably get on well when they meet and Komodo receives the following spell.
Envenom Range: Touch; Duration: 15 min; Stackable - no limit; Reusable; 1 pt
Causes the recipient reptilian to inject a systemic, paralytic poison of 1D6 potency levels per point stacked when it breaks the skin with a bite.
Works even on raised ancestors.
Christos Farlae
Saurochs and Vampires get on because they share similar runes and, (possibly more importantly), Saurochs lack spirits and are therefore immune to Vampire attack, their ichor being undrinkable. They serve as useful border-guards in Transylvania's Western Marches and are frequently used as contract delvers within the country, near the mountains. Christos Farlae allows Komodo the following spell.
Vampiric Spell Teaching Range: 40m; Duration: Instant; Stackable - no limit; Reusable; 1 pt
With this spell the caster can confer knowledge of one battlemagic spell that he knows of points up to or equal to the points of Runespell stacked to
all persons in range desiring the spell and partaking of a symbolic ritual whereby they give up one CON point of blood temporarily and points of
permanent POW equal to the Battlemagic POW cost of the spell, which is sacrificed to Christos Farlae via the teacher. Alternatively, by the teacher
sacrificing his spell permanently to one person, he may keep the POW sacrificed for himself. This spell is reusable on the Christos Farlae Seasonal
Holy Day, (Freezeday, Stasis Week), and non-reusable at any other time.
Primal Chaos
The origin of all Chaos Cults, Primal Chaos offers the following spell.
Chaos Feature Range: Touch; Duration: Instant; Non-Stackable; Non-Reusable; 3 pt
Causes a willing recipient to gain a chaos feature as per the random Chaos Features Table with all the normal side effects, (see Primal Chaos).
Miscellaneous Notes
Cult Skills
Ancestor Lore Knowledge; Base 0%; Training 250/500/1000/2000
A skill encompassing knowledge of the Ancestors, their bones, abilities, legends, etc. Also the exploits of cultists through the ages. A master of
this skill should be able to recognise an ancestor from as little as one single bone and make a fair guess as to its size and ability.
Food Plant Gathering Perception; Base 10%; Training 100/200/400/800
This skill covers the ability to find plant-food suitable for Sauroch consumption. Functions in much the same way as Find Healing Plants, (see
Faerie), save that the modifiers for mountainside, (above the timberline), is 1, Mountaintop and Woodland is half and all forms of pasture or
Cultivated land is 1⁄10. Seasonal modifiers are the same. Successful use of this skill finds enough food for 1 Sauroch
for 1 day. A special produces 1D6 days and a critical for a week. If modifiers reduce the skill to below 5% then specials are not possible, below 20%
and criticals are not possible.
Cult Spells
Detect Bonestone Passive; Instant; Focussed; Range: 40m; Cost 300sh; 1 pt
The bones of an ancestor are made of a specific type of material called "bonestone". This spell detects such stone in the same manner as "Detect Gems"
detects gems.
Saurochs
| STR | CON | SIZ | INT | POW | DEX | CHA | Move | Armour |
| 2D6+12 | 2D6+6 | 4D6+12 | 2D6 | 4D6 | 3D6 | 3D6 | 7 | 3pt Skin |
Large reptilian, tailed humanoids bearing a striking resemblance to Dragonlord Dragonewts, they have the following characteristics.
Like Dragonewts, they share a number of interesting anomalies:
- Belief in a rebirth cycle leading to a higher lifeform,
- a lack of spirit, spiritual concepts and indeed a complete inability to interact spiritually, and
- an abiding aversion to using any metal, even Bronze.
| 1D100 | POW Raise |
|---|---|
| 01-05 | 4 points |
| 06-15 | 3 points |
| 16-45 | 2 points |
| 46-00 | 1 point |
In the case of Saurochs, all metals interfere with spell-use as does Runemetal to other races and cultists believe it interferes with the metamorphosis, a metal object in the grave of a Sauroch preventing the bones becoming stone. Thus Saurochs often show a strange fear of impaling metal-tipped weapons and if impaled by such will remove the weapon rather than continue the combat, even in the face of certain death. They gain 4 point POW raises as do Dragonewts.
Starting Character Saurochs
Weapon Skills:
The primary attack and parry are at 50% (+bonuses). All others are at 30% (+bonuses). Available weapons are: flint battleaxe, hatchet, large
shield, thrown rock, and sling.
Non-Weapon Skills:
- Speak Sauroch at 80%+
- Speak Local (usually Transylvanian) at 30%+
- Delving at 70%+
- The following skills are all at 50%+: spot hidden, tribal weapon making, tracking, food plant gathering.
- They start with 30%+ in the following: ancestor lore, leather-making hide in cover, move quietly.
Spells:
A sauroch starts with Binding and Detection Blank plus 1500sh worth of spells with Bladesharp, Dullblade and Protection at half price.
Equipment:
Cultists start with Horn Scale Hauberk and Cuirbouli Vambraces and Greaves over Double Leather plus a full set of weapons. Headgear is usually a
Composite Helm over Double Leather.
Ancestors
Sauroch Ancestors fall into one of seven groups generally speaking. Roll 1D100 on the following table for each ancestor found.
| 1D100 | 01-05 | 06-25 | 26-45 | 46-65 | 66-85 | 86-95 | 96-99 | 100 |
|---|---|---|---|---|---|---|---|---|
| Type | Carnotha | Prortha | Bertha | Hattha | Pontha | Saltha | Sauroch | Unusual |
Carnotha
Fearsome, savage hunters with powerful jaws and hind claws and less powerful foreclaws. All have 3D6+3 DEX. Roll 1D100 and consult the table below.
| 1D100 | Type | SIZ | Move | Attacks | ||
|---|---|---|---|---|---|---|
| Bite | Hind Claw | Fore Claw | ||||
| 01 | T'Ranth | 4D6+72 | 10 | 3D6 | 2D10+db | 1D6 |
| 02-05 | Alloth | 4D6+60 | 10 | 2D10 | 2D8+db | 1D10 + ½db |
| 06-20 | Theroth | 4D6+48 | 10 | 2D8 | 2D6+db | 1D8 + ½db |
| 21-50 | Kompth | 4D6+36 | 12 | 2D6 | 1D10+db | 1D6 + ½db |
| 51-00 | Kompsogth | 4D6+24 | 12 | 1D10 | 1D8+db | 1D4 + ½db |
All attacks at Base SR 4, save T'Ranth foreclaw is 5.
Prortha
Rhinoceros type creatures with massive head armour and horns. All have 2D6+6 DEX, and half again normal hit points in the head and only this and
forelegs can be hit front on. Roll 1D100 for type.
| 1D100 | Type | SIZ | Move | Butt | Trample on targets prone or less than SIZ | |
|---|---|---|---|---|---|---|
| Damage | base SR | |||||
| 01-05 | Diprorth | 4d6+72 | 8 | 2d6 + db | 1 | 12 |
| 06-10 | Strakth | 4D6+60 | 8 | 1D10+db | 2 | 11 |
| 11-35 | Prorth | 4D6+42 | 8 | 1D10+db | 2 | 8 |
| 36-75 | Prorthogth | 4D6+24 | 8 | 1D8+db | 3 | 6 |
| 76-00 | Protth | 4D6+6 | 8 | 1D8+db | 4 | 4 |
- Notes:
- Trample vs. prone target or against targets of less than indicated SIZ does 2×damage bonus.
- All Butt attacks impale save for Protth.
Bertha
Colossal four legged creatures with long necks and tails, and only limited combat ability. All have 3D6 DEX. Roll 1D100 for type.
| 1D100 | Type | SIZ | Move | Bite | |
|---|---|---|---|---|---|
| Damage | SR | ||||
| 01-05 | Braloth | 4D6+96 | 6 | 1D8 | 2 |
| 06-15 | Bronth | 4D6+84 | 6 | 1D8 | 2 |
| 16-30 | Dokth | 4d6+72 | 6 | 1D8 | 2 |
| 31-60 | Apth | 4D6+60 | 6 | 1D6 | 2 |
| 61-90 | Caramth | 4D6+48 | 6 | 1D6 | 2 |
| 91-00 | Platth | 4D6+36 | 6 | 1D4 | 2 |
- Notes:
- No db is added to bite attack damage.
- They may all trample vs. prone targets for damage of twice the damage bonus.
Hattha
Smaller ancestors with outlandish headgear which attack mainly with Hooves. All have 2D6+6 DEX. Roll 1D100 for type.
| 1D100 | Type | Headgear | SIZ | Move | Kick Attack |
|---|---|---|---|---|---|
| 01-15 | Trakth | Wide, flat duckbill | 12D6 | 10 | 1D8+db |
| 16-30 | Cougth | Crest like helmet plume1 | 12D6 | 10 | 1D8+db |
| 31-45 | Lamth | Axe shaped crest1 | 12D6 | 10 | 1D8+db |
| 46-60 | Parath | Long, bony, tubular crest1 | 12D6 | 10 | 1D8+db |
| 61-90 | Igth | No crest or beak - small horn on nose1 | 12D6 | 10 | 1D8+db |
| 91-00 | Camarth | No head gear whatever. | 8D6 | 10 | 1D6+db |
- Notes:
- The creatures indicated can vibrate the air in their crests to make sonorous calls.
Pontha
Smaller ancestors, generally with very heavily armoured carapaces and always armed with a weapon in the tail. All have 3D6 DEX and move very
slowly.
| 1D100 | Type | SIZ | Move | Protection | Tail Attack |
|---|---|---|---|---|---|
| 01-10 | Stegth | 4D6+48 | 6 | Back Plates | Spiked, 4D6+db |
| 11-20 | Amkylth | 4D6+48 | 4 | 12pt Carapace | Club, 3d6+db |
| 21-40 | Skelth | 4D6+36 | 4 | 10pt Carapace | Club, 2D8+db |
| 41-60 | Skelidth | 4D6+24 | 4 | 8pt Carapace | Club, 2D8+db |
| 61-80 | Scutth | 4D6+12 | 5 | 6pt Carapace | Spikes, 2D6+db |
| 81-00 | Nodth | 4D6+6 | 5 | 4pt Carapace | Spikes, 2D6+db |
- Notes:
- Carapaces protect the torso and head.
- Back plates act like Tanglethicket.
- All tail attacks have a base SR of 4. Clubs crush and spikes impale
Saltha
Strange ancestors like lizards with sails upon their backs, all have 2D6+6 DEX. All bite with varying effectiveness. Roll 1D100 for type.
| 1D100 | Type | SIZ | Move | Bite Attack |
|---|---|---|---|---|
| 01-30 | Dimorth | 8D6 | 8 | 1D10+db |
| 31-60 | Edaphth | 6D6 | 6 | 1D6+db |
| 61-90 | Varanth | 6D6 | 8 | 1D10+db |
| 91-00 | Grokth | 4D6 | 8 | 1D8+db |
Sauroch
Roll-up as for Player Characters.
Awakened Ancestors
All gain 2D6 INT and best 4D6 from 5 dice POW, they may be treated as player characters from the point of awakening. Always limited to DEX&tiems;5% in DEX based skills. Their Ancestor Lore is potentially unlimited. They will have 1D10 - 5 Runespells available and Battlemagic equal to their INT.
Locational Hit Points
All ancestors have locational hit points based upon their siz. Normal Hit Points per Location is equal to SIZ ⁄ 3 modified as follows.
| Location | Carnotha | Prortha | Bertha | Hattha | Pontha | Saltha | Sauroch |
|---|---|---|---|---|---|---|---|
| Head | - | +2 | −2 | - | +2 | - | - |
| Fore Limbs | −2 | - | - | −2 | −2 | −2 | −2 |
| Chest | +2 | +2 | +2 | +2 | +2 | +2 | +2 |
| Abdomen | - | +2 | +2 | - | +2 | - | - |
| Legs | - | - | - | - | −2 | −2 | - |
| Tail | - | - | - | - | - | - | - |